THis is a thread that can become a FAQ upon release
What is Krakatoa 2.0 MX?
Krakatoa 1.6 and previous incarnations only supported 3DS Max and Windows. As Krakatoa becomes multi-platform, we determined we needed a designation that specifies what platform the application runs on. MX is the designator for Max, with 2.0 being the latest version.
What is Krakatoa 2.0 SR?
SR is the new multi-platform rendering component which will function as a command-line rendering engine on Linux 32/64, Windows 32/64 and Mac OSX.
Why is Krakatoa 2.0 SR at v2, when it is a new product?
All the rendering features applicable to a standalone renderer are at the same version as MX, and rather than have different version numbers we determined it was more clear to ensure they were in sync.
How do Krakatoa 2.0 MX and SR work together?
Nothing will change for 3DSMax users - they can render on the network using a Krakatoa render license booting up 3DS Max as slave on the farm etc. However, our plan on release is to allow Krakatoa Max Render nodes to be cross-license compatible with SR - meaning that if you have 10 Krakatoa render licenses, you can have 10 SR licenses in use, or 5 of each in use concurrently etc. This could allow you to use linux render nodes to render from Krakatoa MX, or combine data from Maya and Max at render time or however you see fit with no additional cost.
Is there new pricing? How much does it cost to upgrade?
Clients on an active support contract get 2.0 for free. Krakatoa 2.0 is not changing in price at this time, however SR has new pricing and this affects Krakatoa 2 render node pricing as well. We estimate that render nodes will be approximately 2* more than the current price. To clarify - if you have 10 seats of 1.6 rendering AND on an active support contract, you can float those between SR 2.0 and Krakatoa MX 2.0 3DS Max rendering licenses.
How do i get Particles out of Houdini/Softimage/Maya/ Cinema 4D/ Nuke/etc into SR?
SR supports Ia Python-based scene description interface inspired by the Renderman C specification and using the open Thinkbox PRT file format for particle data exchange.
That’s a long winded way of saying that in the short term it will take some TD magic to get lights, cameras, matte objects etc out - but anyone familiar with Renderman shouldnt have an issue.
There are a number of 3rd party PRT exporters for some of these applications already out there, and now you can render those assets directly wihtout requiring a 3DS Max license.
Does SR 2.0 fully support MX features?
Currently there are specific MAX workflow features that cannot be support in a standalone renderer, and may not be appropriate to do so either.
more to come…please feel free to comment if none of this is clear